Loved what I could play of the original. Ran into a few bugs but nothing major. That being said, I'm unable to trigger a lot of the quests. Tried using setstage but that just messes them up. The ones I am unable to trigger are: A Feast Of Nightmares Corruption of the Winds Encyclopedia Khajiitica Heart of the Blasphemer The Black Cat The Maomer Treasure Hunt Twin Lamps
Can someone explain why, when I load my game EVERY time, I have a 600 Bounty? It only started when I went to Elsweyr. It's annoying since my character has over 100+ Fame now and need to avoid guards. Even when I "pay' the fine, I keep getting it when I reload my game. If this is the result of the mod, then forget it.
I think it has something to do with having skooma in your inventory. When you visit a particular place (can't remember where), some guards approach you and charge you a fine, IIRC.
Must have been when I took that quest "Runner for Skooma" or something like that? On a total unrelated note, does anyone knof a map that shows all locations in Elsweyr?
First off, if you're interested in this at all, get ReverendFelix's redo: https://www.nexusmods.com/oblivion/mods/49374?tab=description
This original version begins its editors IDs with numbers. That is VERY bad, can break scripts, and thus can corrupt or brick save files. The redo completely fixes that error. The redo also gets rid of the empty voiceclips the original uses, and rightly tells potential users to just get Silent Voice. The redo is otherwise identical in content to the original (except it might be missing textures; I asked on its page).
Secondly, this mod is a very mixed bag.
PROS:
1. It adds a significant volume of content to Elsweyr Anequina, which, while a great mod, is a bit less dense on things to do than areas of the main game.
2. Some of the locations added are visually or conceptually interesting.
3. The dungeon cells I've personally checked out were competently designed, though nothing fantastic. They don't need to be though - Anequina was low on holes in the ground to jump into, and this adds just enough to make exploring feel a bit more rewarding and dangerous.
CONS:
1. A prominent chunk of the mod's content is aggressively lore unfriendly. Or, at least, the setup strains credulity.
For example, there's a ruined Akaviri fort with an "obsidian claymore" a few steps inside (not even in a dungeon). Lying next to the conspicuously weapon is a several thousand year old note directing the reader to where the rest of the "obsidian" gear was taken. This ruined fort is literally placed right next to an actively manned Imperial Legion garrison. There is no explanation for why the "obsidian" gear is so much better than regular glass armor, how the note lasted millennia exposed to the elements (it's not even in an interior, remember), or why the legion troops stationed a literal stone's throw away didn't already find this sword and note.
2. Also within view of the fort, this mod adds a destroyed oblivion gate. Now Anequina assumes the Oblivion Crisis has at least started, but the only gate explicitly mentioned by the guards in this fort was near Orcrest. The gate added by this mod is positioned such that, entering Elsweyr from the north, it will be one of the first things seen when you first travel south of Riverhold. I'm assuming it's related to a quest, and probably won't ever go away. This isn't necessarily lore-unfriendly, given the Elsweyr mods assume the Oblivion Crisis has begun in full, but it is an eyesore in my opinion.
3. Balance is off in places. That obsidian claymore I mentioned before? It's worth 14000 gold. Keep in mind that it's literally just sitting there, in a safe area, for the taking. The rest of the set, at least, seems to require braving a dungeon filled with high level monsters like ogres.
4. I greatly dislike the characterization of some of the new NPCs added by this mod. The original Anequina mod does a good job of presenting Khajiit culture as something varied and nuanced, even though it only covers the north half of the province. A bunch of NPCs added by this mod, including some of the first you are likely to meet near the borders, talk and act like a Dres slavetrader's caricature of a Khajiit. "Khajiit be speaking this way, Khajiit enjoy taking shinies" type stuff (that's not a direct quote, but it about sums up the speech pattern and the stereotypes at play).
Conclusion
Try the redo with a test PC before you commit a save file to it.
Not that i can speak on any technical authority, but it would seem the reverse is true of OP:
As it currently stands the quests in the redo are broken. If you are going to use any version of 'tales' at the current moment it should be this one.
If you go to the redo posts page it would seem that the author of the mod has yet to provide a needed update for the mod to work properly.
From Lenas Guide to modding oblivion outside the borders (they are still active and still updating TWMP mods):
Tales From Elsweyr Anequina New adventures for Anequina. This mod tends to divide opinions about its content, purely from the creative point of view. I am not using it. But if you do want it in your game, I recommend using the original version and not the new Rev’s Redo because unfortunately all quests in Redo are broken. I had no technical issues with the original at all though, so had no need for a redo.
Ok the mod works, so I guess I installed it correctly. It's very interesting and I like the fact that it completes the other mod about Elsweyr. But there are some minor problems. Some of the objects (mostly buildings) are either sunk in the ground, or floating in the air. Can this be fixed? Is there something that I must do?
If your game becomes more unstable with this mod don't be surprised. The author started the editor ID's with numbers when all the vanilla editor ID's start with letters. It's too bad because the mod is pretty good excepting it.
Excuse, would you please elaborate a little further? Which one is causing instability, David Brasher's "Tales From Elweyr Anequina" or Iliana's original "Deserts Of Anequina"? Because i'm very interested in Iliana's.
They mean the id's for Tales of Elsweyr. It causes issues with scripts to have the id's start with numbers. Quite an amateur mistake for such an ambitious mod. I am considering making a patch fix to release if I have luck making one. But the whole Elsweyr.esp needs to be an esm temporarily thing scares me a bit.
175 comments
A Feast Of Nightmares
Corruption of the Winds
Encyclopedia Khajiitica
Heart of the Blasphemer
The Black Cat
The Maomer Treasure Hunt
Twin Lamps
This original version begins its editors IDs with numbers. That is VERY bad, can break scripts, and thus can corrupt or brick save files. The redo completely fixes that error. The redo also gets rid of the empty voiceclips the original uses, and rightly tells potential users to just get Silent Voice. The redo is otherwise identical in content to the original (except it might be missing textures; I asked on its page).
Secondly, this mod is a very mixed bag.
PROS:
1. It adds a significant volume of content to Elsweyr Anequina, which, while a great mod, is a bit less dense on things to do than areas of the main game.
2. Some of the locations added are visually or conceptually interesting.
3. The dungeon cells I've personally checked out were competently designed, though nothing fantastic. They don't need to be though - Anequina was low on holes in the ground to jump into, and this adds just enough to make exploring feel a bit more rewarding and dangerous.
CONS:
1. A prominent chunk of the mod's content is aggressively lore unfriendly. Or, at least, the setup strains credulity.
For example, there's a ruined Akaviri fort with an "obsidian claymore" a few steps inside (not even in a dungeon). Lying next to the conspicuously weapon is a several thousand year old note directing the reader to where the rest of the "obsidian" gear was taken. This ruined fort is literally placed right next to an actively manned Imperial Legion garrison. There is no explanation for why the "obsidian" gear is so much better than regular glass armor, how the note lasted millennia exposed to the elements (it's not even in an interior, remember), or why the legion troops stationed a literal stone's throw away didn't already find this sword and note.
2. Also within view of the fort, this mod adds a destroyed oblivion gate. Now Anequina assumes the Oblivion Crisis has at least started, but the only gate explicitly mentioned by the guards in this fort was near Orcrest. The gate added by this mod is positioned such that, entering Elsweyr from the north, it will be one of the first things seen when you first travel south of Riverhold. I'm assuming it's related to a quest, and probably won't ever go away. This isn't necessarily lore-unfriendly, given the Elsweyr mods assume the Oblivion Crisis has begun in full, but it is an eyesore in my opinion.
3. Balance is off in places. That obsidian claymore I mentioned before? It's worth 14000 gold. Keep in mind that it's literally just sitting there, in a safe area, for the taking. The rest of the set, at least, seems to require braving a dungeon filled with high level monsters like ogres.
4. I greatly dislike the characterization of some of the new NPCs added by this mod. The original Anequina mod does a good job of presenting Khajiit culture as something varied and nuanced, even though it only covers the north half of the province. A bunch of NPCs added by this mod, including some of the first you are likely to meet near the borders, talk and act like a Dres slavetrader's caricature of a Khajiit. "Khajiit be speaking this way, Khajiit enjoy taking shinies" type stuff (that's not a direct quote, but it about sums up the speech pattern and the stereotypes at play).
Conclusion
Try the redo with a test PC before you commit a save file to it.
As it currently stands the quests in the redo are broken. If you are going to use any version of 'tales' at the current moment it should be this one.
If you go to the redo posts page it would seem that the author of the mod has yet to provide a needed update for the mod to work properly.
From Lenas Guide to modding oblivion outside the borders (they are still active and still updating TWMP mods):
Tales From Elsweyr Anequina
New adventures for Anequina. This mod tends to divide opinions about its content, purely from the creative point of view. I am not using it. But if you do want it in your game, I recommend using the original version and not the new Rev’s Redo because unfortunately all quests in Redo are broken. I had no technical issues with the original at all though, so had no need for a redo.
http://www.theassimilationlab.com/forums/files/file/1070-elsweyr-anequina/
this one on the nexus be outdated and stinky
https://www.nexusmods.com/oblivion/mods/49374/?tab=files
Excuse, would you please elaborate a little further? Which one is causing instability, David Brasher's "Tales From Elweyr Anequina" or Iliana's original "Deserts Of Anequina"? Because i'm very interested in Iliana's.
Thank you very much.